/*
 * @(#)Oje2dApplet.java Apr 16, 2009
 * 
 * Copyright (c) 2006 TomTom International B.V. All rights reserved.
 * TomTom PROPRIETARY/CONFIDENTIAL. Use is subject to license terms.
 *
 */
package org.voidness.oje2d.applet;

import java.awt.BorderLayout;
import java.awt.Canvas;
import java.nio.FloatBuffer;

import javax.swing.JApplet;

import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.ARBTransposeMatrix;
import org.lwjgl.opengl.AWTGLCanvas;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLContext;


/**
 * @author Pedro Assuncao (pedro.assuncao@tomtom.com)
 * @Apr 16, 2009
 * 
 */
public class Oje2dApplet extends JApplet {

    private static final long serialVersionUID = 1L;

    Canvas display_parent;

    Thread gameThread;

    boolean running = false;

    private float view_rotx = 20.0f;

    private float view_roty = 30.0f;

    private float view_rotz = 0.0f;

    private int gear1;

    private int gear2;

    private int gear3;

    private float angle = 0.0f;

    boolean keyDown = false;

    public void destroy() {
        remove(display_parent);
        super.destroy();
        System.out.println("Clear up");
    }

    private void destroyLWJGL() {
        stopApplet();
        try {
            gameThread.join();
        } catch (InterruptedException e) {
            e.printStackTrace();
        }
    }

    /**
     * @see java.applet.Applet#start()
     */
    @Override
    public void start() {
        gameThread = new Thread() {
            public void run() {
                running = true;
                try {
                    System.out.println("display_parent.isDisplayable() = "
                            + display_parent.isDisplayable());
                    Display.setParent(display_parent);
                    // Display.setVSyncEnabled(true);
                    Display.create();
                    initGL();
                } catch (LWJGLException e) {
                    e.printStackTrace();
                }
                gameLoop();
            }
        };
        gameThread.start();
    }

    @Override
    public void stop() {
    }

    public void stopApplet() {
        running = false;
    }

    public void init() {
        setLayout(new BorderLayout());
        try {
            display_parent = new AWTGLCanvas() {
                private static final long serialVersionUID = 1L;

                public final void removeNotify() {
                    destroyLWJGL();
                    super.removeNotify();
                }
            };
            display_parent.setSize(getWidth(), getHeight());
            add(display_parent);
            display_parent.setFocusable(true);
            display_parent.requestFocus();
            display_parent.setIgnoreRepaint(true);
            // setResizable(true);
            setVisible(true);
        } catch (Exception e) {
            System.err.println(e);
            throw new RuntimeException("Unable to create display");
        }
    }

    public void gameLoop() {
        long startTime = System.currentTimeMillis() + 5000;
        long fps = 0;

        while (running) {
            angle += 2.0f;

            // draw the gears
            drawLoop();

            Display.update();

            if (startTime > System.currentTimeMillis()) {
                fps++;
            } else {
                long timeUsed = 5000 + (startTime - System.currentTimeMillis());
                startTime = System.currentTimeMillis() + 5000;
                /*
                 * System.out.println(fps + " frames 2 in " + (float) (timeUsed
                 * / 1000f) + " seconds = " + (fps / (timeUsed / 1000f)));
                 */
                fps = 0;
            }

            if (Keyboard.isKeyDown(Keyboard.KEY_LEFT))
                view_roty += .1f;
            else if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT))
                view_roty -= .1f;

            if (Keyboard.isKeyDown(Keyboard.KEY_F)) {
                keyDown = true;
            }

            // F Key Pressed (i.e. released)
            if (keyDown && !Keyboard.isKeyDown(Keyboard.KEY_F)) {
                keyDown = false;

                try {
                    if (Display.isFullscreen()) {
                        Display.setFullscreen(false);
                    } else {
                        Display.setFullscreen(true);
                    }
                } catch (LWJGLException e) {
                    e.printStackTrace();
                }
            }
        }

        Display.destroy();
    }

    public void drawLoop() {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glPushMatrix();
        GL11.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f);
        GL11.glRotatef(view_roty, 0.0f, 1.0f, 0.0f);
        GL11.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f);
        GL11.glPushMatrix();
        GL11.glTranslatef(-3.0f, -2.0f, 0.0f);
        GL11.glRotatef(angle, 0.0f, 0.0f, 1.0f);
        GL11.glCallList(gear1);
        GL11.glPopMatrix();
        GL11.glPushMatrix();
        GL11.glTranslatef(3.1f, -2.0f, 0.0f);
        GL11.glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f);
        GL11.glCallList(gear2);
        GL11.glPopMatrix();
        GL11.glPushMatrix();
        GL11.glTranslatef(-3.1f, 4.2f, 0.0f);
        GL11.glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f);
        GL11.glCallList(gear3);
        GL11.glPopMatrix();
        GL11.glPopMatrix();
    }

    protected void initGL() {
        try {
            // setup ogl
            FloatBuffer pos =
                    FloatBuffer.wrap(new float[] { 5.0f, 5.0f, 10.0f, 0.0f });
            FloatBuffer red =
                    FloatBuffer.wrap(new float[] { 0.8f, 0.1f, 0.0f, 1.0f });
            FloatBuffer green =
                    FloatBuffer.wrap(new float[] { 0.0f, 0.8f, 0.2f, 1.0f });
            FloatBuffer blue =
                    FloatBuffer.wrap(new float[] { 0.2f, 0.2f, 1.0f, 1.0f });
            GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, pos);
            GL11.glEnable(GL11.GL_CULL_FACE);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glEnable(GL11.GL_LIGHT0);
            GL11.glEnable(GL11.GL_DEPTH_TEST);

            /* make the gears */
            gear1 = GL11.glGenLists(1);
            GL11.glNewList(gear1, GL11.GL_COMPILE);
            GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, red);
            gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
            GL11.glEndList();
            gear2 = GL11.glGenLists(1);
            GL11.glNewList(gear2, GL11.GL_COMPILE);
            GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, green);
            gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
            GL11.glEndList();
            gear3 = GL11.glGenLists(1);
            GL11.glNewList(gear3, GL11.GL_COMPILE);
            GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, blue);
            gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
            GL11.glEndList();
            GL11.glEnable(GL11.GL_NORMALIZE);
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            /*
             * System.err.println("GL_VENDOR: " +
             * GL11.glGetString(GL11.GL_VENDOR));
             * System.err.println("GL_RENDERER: " +
             * GL11.glGetString(GL11.GL_RENDERER));
             * System.err.println("GL_VERSION: " +
             * GL11.glGetString(GL11.GL_VERSION)); System.err.println();
             * System.err.println("glLoadTransposeMatrixfARB() supported: " +
             * GLContext.getCapabilities().GL_ARB_transpose_matrix);
             */
            if (!GLContext.getCapabilities().GL_ARB_transpose_matrix) {
                // --- not using extensions
                GL11.glLoadIdentity();
            } else {
                // --- using extensions
                final FloatBuffer identityTranspose =
                        BufferUtils.createFloatBuffer(16).put(
                                new float[] { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1,
                                        0, 0, 0, 0, 1 });
                identityTranspose.flip();
                ARBTransposeMatrix.glLoadTransposeMatrixARB(identityTranspose);
            }
            float h = (float) 300 / (float) 300;
            GL11.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
            GL11.glTranslatef(0.0f, 0.0f, -40.0f);
        } catch (Exception e) {
            System.err.println(e);
            stopApplet();
        }
    }

    /**
     * Draw a gear wheel. You'll probably want to call this function when
     * building a display list since we do a lot of trig here.
     * 
     * @param inner_radius radius of hole at center
     * @param outer_radius radius at center of teeth
     * @param width width of gear
     * @param teeth number of teeth
     * @param tooth_depth depth of tooth
     */
    private void gear(float inner_radius, float outer_radius, float width,
            int teeth, float tooth_depth) {
        int i;
        float r0, r1, r2;
        float angle, da;
        float u, v, len;

        r0 = inner_radius;
        r1 = outer_radius - tooth_depth / 2.0f;
        r2 = outer_radius + tooth_depth / 2.0f;
        da = 2.0f * (float) Math.PI / teeth / 4.0f;
        GL11.glShadeModel(GL11.GL_FLAT);
        GL11.glNormal3f(0.0f, 0.0f, 1.0f);
        /* draw front face */
        GL11.glBegin(GL11.GL_QUAD_STRIP);
        for (i = 0; i <= teeth; i++) {
            angle = i * 2.0f * (float) Math.PI / teeth;
            GL11.glVertex3f(r0 * (float) Math.cos(angle), r0
                    * (float) Math.sin(angle), width * 0.5f);
            GL11.glVertex3f(r1 * (float) Math.cos(angle), r1
                    * (float) Math.sin(angle), width * 0.5f);
            if (i < teeth) {
                GL11.glVertex3f(r0 * (float) Math.cos(angle), r0
                        * (float) Math.sin(angle), width * 0.5f);
                GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1
                        * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
            }
        }
        GL11.glEnd();

        /* draw front sides of teeth */
        GL11.glBegin(GL11.GL_QUADS);
        for (i = 0; i < teeth; i++) {
            angle = i * 2.0f * (float) Math.PI / teeth;
            GL11.glVertex3f(r1 * (float) Math.cos(angle), r1
                    * (float) Math.sin(angle), width * 0.5f);
            GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2
                    * (float) Math.sin(angle + da), width * 0.5f);
            GL11.glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2
                    * (float) Math.sin(angle + 2.0f * da), width * 0.5f);
            GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1
                    * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
        }
        GL11.glEnd();

        /* draw back face */
        GL11.glBegin(GL11.GL_QUAD_STRIP);
        for (i = 0; i <= teeth; i++) {
            angle = i * 2.0f * (float) Math.PI / teeth;
            GL11.glVertex3f(r1 * (float) Math.cos(angle), r1
                    * (float) Math.sin(angle), -width * 0.5f);
            GL11.glVertex3f(r0 * (float) Math.cos(angle), r0
                    * (float) Math.sin(angle), -width * 0.5f);
            GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1
                    * (float) Math.sin(angle + 3 * da), -width * 0.5f);
            GL11.glVertex3f(r0 * (float) Math.cos(angle), r0
                    * (float) Math.sin(angle), -width * 0.5f);
        }
        GL11.glEnd();

        /* draw back sides of teeth */
        GL11.glBegin(GL11.GL_QUADS);
        for (i = 0; i < teeth; i++) {
            angle = i * 2.0f * (float) Math.PI / teeth;
            GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1
                    * (float) Math.sin(angle + 3 * da), -width * 0.5f);
            GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2
                    * (float) Math.sin(angle + 2 * da), -width * 0.5f);
            GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2
                    * (float) Math.sin(angle + da), -width * 0.5f);
            GL11.glVertex3f(r1 * (float) Math.cos(angle), r1
                    * (float) Math.sin(angle), -width * 0.5f);
        }
        GL11.glEnd();

        /* draw outward faces of teeth */
        GL11.glBegin(GL11.GL_QUAD_STRIP);
        for (i = 0; i < teeth; i++) {
            angle = i * 2.0f * (float) Math.PI / teeth;
            GL11.glVertex3f(r1 * (float) Math.cos(angle), r1
                    * (float) Math.sin(angle), width * 0.5f);
            GL11.glVertex3f(r1 * (float) Math.cos(angle), r1
                    * (float) Math.sin(angle), -width * 0.5f);
            u =
                    r2 * (float) Math.cos(angle + da) - r1
                            * (float) Math.cos(angle);
            v =
                    r2 * (float) Math.sin(angle + da) - r1
                            * (float) Math.sin(angle);
            len = (float) Math.sqrt(u * u + v * v);
            u /= len;
            v /= len;
            GL11.glNormal3f(v, -u, 0.0f);
            GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2
                    * (float) Math.sin(angle + da), width * 0.5f);
            GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2
                    * (float) Math.sin(angle + da), -width * 0.5f);
            GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle),
                    0.0f);
            GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2
                    * (float) Math.sin(angle + 2 * da), width * 0.5f);
            GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2
                    * (float) Math.sin(angle + 2 * da), -width * 0.5f);
            u =
                    r1 * (float) Math.cos(angle + 3 * da) - r2
                            * (float) Math.cos(angle + 2 * da);
            v =
                    r1 * (float) Math.sin(angle + 3 * da) - r2
                            * (float) Math.sin(angle + 2 * da);
            GL11.glNormal3f(v, -u, 0.0f);
            GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1
                    * (float) Math.sin(angle + 3 * da), width * 0.5f);
            GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1
                    * (float) Math.sin(angle + 3 * da), -width * 0.5f);
            GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle),
                    0.0f);
        }
        GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0),
                width * 0.5f);
        GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0),
                -width * 0.5f);
        GL11.glEnd();

        GL11.glShadeModel(GL11.GL_SMOOTH);
        /* draw inside radius cylinder */
        GL11.glBegin(GL11.GL_QUAD_STRIP);
        for (i = 0; i <= teeth; i++) {
            angle = i * 2.0f * (float) Math.PI / teeth;
            GL11.glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle),
                    0.0f);
            GL11.glVertex3f(r0 * (float) Math.cos(angle), r0
                    * (float) Math.sin(angle), -width * 0.5f);
            GL11.glVertex3f(r0 * (float) Math.cos(angle), r0
                    * (float) Math.sin(angle), width * 0.5f);
        }
        GL11.glEnd();
    }

}
